[0.17.4] Cliff Deconstruction not issued (MR)

We are aware of them, but they have low priority. We have more important things to do. They go here in order not to take space in the main bug thread list.
Post Reply
Amuxix
Inserter
Inserter
Posts: 28
Joined: Sat Nov 26, 2016 2:21 pm
Contact:

[0.17.4] Cliff Deconstruction not issued (MR)

Post by Amuxix »

I placed a blueprint on top of some cliffs by shift+clicking so that the bots would deconstruct the cliffs, it worked for almost all of it but a small corner of a cliff prevented the placement of a solar panel and it did not get deconstructed automatically.

Remove the ghost and issuing its placement again did order the deconstruction, both with the blueprint and the solar panel alone.

Look at previous auto saves I concluded that it ordered to deconstruct some nearby cliffs bug upon deconstructing It changed cliffs a bit so that it interfered in a different place.
Attachments
Cliff not deconstructing.png
Cliff not deconstructing.png (1.21 MiB) Viewed 1970 times
Bug.zip
After nearby cliff is deconstructed.w
(8.13 MiB) Downloaded 23 times
Bug 0.zip
Before nearby cliffs are deconstructed.
(8.08 MiB) Downloaded 25 times

Syhn
Inserter
Inserter
Posts: 43
Joined: Mon Jan 22, 2018 9:13 pm
Contact:

Re: [0.17.4] Cliff Deconstruction not issued

Post by Syhn »

It has to do with the fog of war I believe. You can see the cliff is mostly in another chunk so it isn't checked when placing the ghost when the chunk with the cliff isn't visible.

Amuxix
Inserter
Inserter
Posts: 28
Joined: Sat Nov 26, 2016 2:21 pm
Contact:

Re: [0.17.4] Cliff Deconstruction not issued

Post by Amuxix »

For me it wasn't the fog of war, it was the fact that destroying part of a cliff changes the remaining cliff a bit, and in doing so the bit that was changed now also prevented the construction.

User avatar
invisus
Fast Inserter
Fast Inserter
Posts: 241
Joined: Fri Sep 21, 2018 5:33 pm
Contact:

Re: [0.17.4] Cliff Deconstruction not issued

Post by invisus »

Amuxix wrote:
Wed Mar 06, 2019 12:24 am
For me it wasn't the fog of war, it was the fact that destroying part of a cliff changes the remaining cliff a bit, and in doing so the bit that was changed now also prevented the construction.
Meaning, cliffs were deconstructed as they should be, but not enough of the cliff was removed to allow the construction to happen?

Rseding91
Factorio Staff
Factorio Staff
Posts: 11515
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [0.17.4] Cliff Deconstruction not issued

Post by Rseding91 »

Thanks for the report. I'm aware of this issue and was wondering if it would show up "in the wild" after adding in the ability to deconstruct cliffs.

Unfortunately I don't know of any solution to it except to disallow marking cliffs for deconstruction when using shift + place - which seems like it's not going to make anything better for this edge case.
If you want to get ahold of me I'm almost always on Discord.

Amuxix
Inserter
Inserter
Posts: 28
Joined: Sat Nov 26, 2016 2:21 pm
Contact:

Re: [0.17.4] Cliff Deconstruction not issued

Post by Amuxix »

Yeah I realized it would be a hard fixed when I reported this.
Have you considered checking if the resulting cliff after the destruction overlaps any ghost and if so also trigger a deconstruction on that new cliff?

Ishimuro
Inserter
Inserter
Posts: 24
Joined: Fri Sep 01, 2017 9:50 pm
Contact:

Re: [0.17.4] Cliff Deconstruction not issued (MR)

Post by Ishimuro »

Image

is it possible to get a kind of alert if bots stuck at construction tasks?

knightelite
Fast Inserter
Fast Inserter
Posts: 128
Joined: Fri Oct 05, 2018 3:49 pm
Contact:

Re: [0.17.4] Cliff Deconstruction not issued (MR)

Post by knightelite »

I've run into this a few times recently, and it would be nice to have a solution.

ribsngibs
Long Handed Inserter
Long Handed Inserter
Posts: 70
Joined: Mon Mar 28, 2016 5:42 am
Contact:

Re: [0.17.4] Cliff Deconstruction not issued (MR)

Post by ribsngibs »

Still running into this in [1.0.0].

It's a super minor issue: to fix it all I have to do to fix it is throw cliff explosives on the offending cliff (which doesn't do damage to any other items), or mark the bad cliff piece with deconstruction planner, but still, it's... unexpected... for a game which behaves so consistently/bug-free/perfectly otherwise.

skraaaaa
Burner Inserter
Burner Inserter
Posts: 5
Joined: Fri Jun 28, 2019 10:59 pm
Contact:

Re: [0.17.4] Cliff Deconstruction not issued (MR)

Post by skraaaaa »

Also running into this issue in 1.0. viewtopic.php?f=7&t=89258

Argach
Manual Inserter
Manual Inserter
Posts: 3
Joined: Mon Mar 12, 2018 8:21 pm
Contact:

Re: [0.17.4] Cliff Deconstruction not issued (MR)

Post by Argach »

same here viewtopic.php?f=47&t=91502

As I am basically building my whole factory with bots on the map (yes, my base is one big logistic network), I only see that something is off when the idle number of bots is not the same as the total number of bots. Depending on the size of the factory this can be tedious.

Post Reply

Return to “Minor issues”

Who is online

Users browsing this forum: No registered users